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Honestly, that is the biggest issue with the game right now; clipping looks absolutely horrible, ruins immersion and thus the whole point of the vehicle impact simulation itself, which inarguably is the main focus of the game.
Basically, there will be improvements, but I don't expect them to magically fix these issues, merely lessen the severity thereof...
Use the mouse wheel UP to give more power, Down for less, it starts at 05%.
You can also, if that is too complicated, toggle the free camera with SHIFT-C keys, use WASD to move just a bit away with the camera, and press F7 to drop the car in the center of the ground infront of your camera. Use SHIFT-C to re-attatch the camera to the car. If the view is off, use the mouse to look around (you may have to click while moving the mouse for the camera to aim).
It happens now and then with car accidents, the grand marshall especially... so yea, have some experience.
The game simulates things at 2000hz.
Heavy nodes are completely fine.
Light nodes (sub 0.16KG, mainly tires) have some trouble with it.
Lighter nodes tends to shake much more than heavier nodes.
The lighter is the node, the more it shakes.
If it starts to shake at a higher frequency than the simulation (so higher than 2000hz), it will start 'skipping'. When one of these nodes come close to a surface, it can 'skip' and 'teleport' to the other side of the surface, getting stuck behind it.
That's a very rough explanation of what happens.
We are working to find a solution for this issue. Next update should help this a bit.
none-the-less , if i gets fixed , cool , awesome...but if not , it's all good too. Thanx Nadoex